Source Code Cross Referenced for VPDefaultCollision.java in  » 6.0-JDK-Modules » java-3d » org » jdesktop » j3dfly » utils » vpbehaviors » Java Source Code / Java DocumentationJava Source Code and Java Documentation

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Java Source Code / Java Documentation » 6.0 JDK Modules » java 3d » org.jdesktop.j3dfly.utils.vpbehaviors 
Source Cross Referenced  Class Diagram Java Document (Java Doc) 


001:        /*
002:         *  $Header: /cvs/j3dfly/J3dFly/src/org/jdesktop/j3dfly/utils/vpbehaviors/VPDefaultCollision.java,v 1.1 2005/04/20 21:05:15 paulby Exp $
003:         *
004:         *                         Sun Public License Notice
005:         *
006:         *  The contents of this file are subject to the Sun Public License Version
007:         *  1.0 (the "License"). You may not use this file except in compliance with
008:         *  the License. A copy of the License is available at http://www.sun.com/
009:         *  
010:         *  The Original Code is Java 3D(tm) Fly Through.
011:         *  The Initial Developer of the Original Code is Paul Byrne.
012:         *  Portions created by Paul Byrne are Copyright (C) 2002.
013:         *  All Rights Reserved.
014:         *  
015:         *  Contributor(s): Paul Byrne.
016:         *  
017:         **/
018:        package org.jdesktop.j3dfly.utils.vpbehaviors;
019:
020:        import java.util.ArrayList;
021:
022:        import javax.media.j3d.BranchGroup;
023:        import javax.media.j3d.Transform3D;
024:        import javax.media.j3d.Locale;
025:        import javax.media.j3d.Node;
026:        import javax.media.j3d.Shape3D;
027:
028:        import javax.vecmath.Point3d;
029:        import javax.vecmath.Vector3f;
030:
031:        import com.sun.j3d.utils.picking.PickTool;
032:        import com.sun.j3d.utils.picking.PickResult;
033:        import org.jdesktop.j3d.utils.scenegraph.traverser.TreeScan;
034:        import org.jdesktop.j3d.utils.scenegraph.traverser.NodeChangeProcessor;
035:
036:        /**
037:         * A simple collision implementation that uses Picking to determine if
038:         * a collision will occurr.
039:         *
040:         * The rays of a SweptVolume are cast between the current viewPlatform and
041:         * next viewPlatform transform. Only the rays for the non-zero velocity 
042:         * directions are cast. For example if the VP is moving forward (-ve Z) then
043:         * frontRays are checked.
044:         *
045:         * This opimization means that this collision implementation is not appropriate for
046:         * checking for collision between the viewPlatform and fast moving animated geometry.
047:         * This feature will be added in a future version of the API.
048:         *
049:         * @author Paul Byrne
050:         * @version	1.11, 01/18/02
051:         */
052:        public class VPDefaultCollision implements  VPCollisionInterface {
053:
054:            protected ArrayList branchGroups;
055:            protected PickTool pickTool = null;
056:
057:            private Point3d segmentEnd = new Point3d();
058:            private Point3d segmentStart = new Point3d();
059:
060:            protected SweptVolume sweptVolume;
061:
062:            /**
063:             * Return minimal amount of information of collision
064:             * which is the Shape3D and the RayIndex and Direction
065:             */
066:            public static final int ALLOW_COLLISION_SHAPE = 0x00;
067:
068:            /**
069:             * Return the point3d for each collision
070:             */
071:            public static final int ALLOW_COLLISION_POINT = 0x01;
072:
073:            /**
074:             * Return the geometry for each collision
075:             */
076:            public static final int ALLOW_COLLISION_GEOMETRY = 0x02;
077:
078:            private int mode;
079:
080:            public VPDefaultCollision(int mode) {
081:                this .mode = mode;
082:                branchGroups = new ArrayList();
083:            }
084:
085:            /**
086:             * Creates a default VPDefaultCollision with a mode of
087:             * ALLOW_COLLISION
088:             */
089:            public VPDefaultCollision() {
090:                this (ALLOW_COLLISION_SHAPE);
091:            }
092:
093:            /**
094:             * Add a BranchGroup to check for collision
095:             *
096:             * Current implementation only support a single BranchGroup
097:             * @see setCollisionLocale
098:             *
099:             * @param bg BranchGroup to add to set of BranchGroups checked for
100:             * collision
101:             */
102:            public void addCollisionBG(BranchGroup bg) {
103:                if (pickTool == null) {
104:                    pickTool = new PickTool(bg);
105:                } else {
106:                    throw new RuntimeException(
107:                            "Implementation only supports one CollisionBG");
108:                }
109:
110:                branchGroups.add(bg);
111:
112:                if (mode > ALLOW_COLLISION_SHAPE)
113:                    pickTool.setMode(PickTool.GEOMETRY_INTERSECT_INFO);
114:                else
115:                    pickTool.setMode(PickTool.GEOMETRY);
116:            }
117:
118:            /**
119:             * Check for collision with all geometry in <code>locale</code>
120:             */
121:            public void setCollisionLocale(Locale locale) {
122:                pickTool = new PickTool(locale);
123:                if (mode > ALLOW_COLLISION_SHAPE)
124:                    pickTool.setMode(PickTool.GEOMETRY_INTERSECT_INFO);
125:                else
126:                    pickTool.setMode(PickTool.GEOMETRY);
127:            }
128:
129:            /**
130:             * Get the number of collision BranchGroups that are checked for
131:             * collision
132:             */
133:            public int getCollisionBGCount() {
134:                return branchGroups.size();
135:            }
136:
137:            /**
138:             * Get the BranchGroup at the specified index that is used for
139:             * collision detection
140:             */
141:            public BranchGroup getCollisionBG(int index) {
142:                return (BranchGroup) branchGroups.get(index);
143:            }
144:
145:            /**
146:             * Check for collision when casting the swept bounds from currentLocation to
147:             * nextLocation. The orientation of the swept bounds is set to the orientation at
148:             * nextLocation.
149:             *
150:             * This implementation only processes the first ray in each direction. It
151:             * also requires that a ray exists in each direction.
152:             *
153:             * @param currentLocation The current location of the view
154:             * @param nextLocation Will contain the next non collision location of the view on return
155:             * @param velocity The current velocity vector for the view
156:             * @param roll The change in roll for this frame
157:             * @param pitch The change in pitch for this frame
158:             * @param yaw The change in yaw for this frame
159:             */
160:            public SweptVolumeCollision getCollisions(
161:                    Transform3D currentLocation, Transform3D nextLocation,
162:                    Vector3f velocity, float roll, float pitch, float yaw) {
163:
164:                boolean collision = false;
165:                SweptVolumeCollision ret = new SweptVolumeCollision();
166:
167:                Transform3D yawT = new Transform3D();
168:                Transform3D pitchT = new Transform3D();
169:                Transform3D rollT = new Transform3D();
170:                Transform3D velocityT = new Transform3D();
171:                Transform3D destination = new Transform3D();
172:
173:                yawT.rotY(yaw);
174:                pitchT.rotX(pitch);
175:                rollT.rotZ(roll);
176:
177:                velocityT.set(velocity);
178:                velocityT.mul(yawT);
179:                velocityT.mul(pitchT);
180:                velocityT.mul(rollT);
181:
182:                //System.out.println(velocity+"  "+acceleration);
183:
184:                destination.set(currentLocation);
185:
186:                destination.mul(yawT);
187:                destination.mul(pitchT);
188:                destination.mul(rollT);
189:                destination.mul(velocityT);
190:
191:                collision |= checkZDirection(currentLocation, destination,
192:                        velocity, ret);
193:                collision |= checkXDirection(currentLocation, destination,
194:                        velocity, ret);
195:                collision |= checkYDirection(currentLocation, destination,
196:                        velocity, ret);
197:
198:                // If the volume is in collision return the original transform, ie
199:                // don't move.
200:                // An alternative approach would be to calculate the 'best' move from
201:                // the current location, ie move as far as possible without causing
202:                // collision.
203:                if (collision) {
204:                    nextLocation.set(currentLocation);
205:                    return null;
206:                } else {
207:                    nextLocation.set(destination);
208:                    return ret;
209:                }
210:            }
211:
212:            protected boolean checkZDirection(Transform3D currentLocation,
213:                    Transform3D destination, Vector3f velocity,
214:                    SweptVolumeCollision ret) {
215:                boolean collision = false;
216:                if (velocity.z < 0f) { // Check on Z axis
217:                    PickResult result = checkDirection(currentLocation,
218:                            destination, sweptVolume.frontRays[0],
219:                            sweptVolume.frontRays[1], velocity.z * -1f);
220:                    if (result != null) {
221:                        collision |= true;
222:                        RayCollision ray = new RayCollision();
223:                        ray.rayDirection = RayCollision.FRONT;
224:                        ray.rayIndex = 0;
225:                        ray.collisionShape = (Shape3D) result.getObject();
226:                        if (mode > ALLOW_COLLISION_SHAPE) {
227:                            ray.collisionGeometryArray = result
228:                                    .getIntersection(0).getGeometryArray();
229:                            ray.collisionPoint = result.getIntersection(0)
230:                                    .getPointCoordinatesVW();
231:                        }
232:                        ret.addRayCollision(ray);
233:                    }
234:                } else if (velocity.z > 0f) {
235:                    PickResult result = checkDirection(currentLocation,
236:                            destination, sweptVolume.backRays[0],
237:                            sweptVolume.backRays[1], velocity.z);
238:                    if (result != null) {
239:                        collision |= true;
240:                        RayCollision ray = new RayCollision();
241:                        ray.rayDirection = RayCollision.BACK;
242:                        ray.rayIndex = 0;
243:                        ray.collisionShape = (Shape3D) result.getObject();
244:                        if (mode > ALLOW_COLLISION_SHAPE) {
245:                            ray.collisionGeometryArray = result
246:                                    .getIntersection(0).getGeometryArray();
247:                            ray.collisionPoint = result.getIntersection(0)
248:                                    .getPointCoordinatesVW();
249:                            ray.collisionNormal = result.getIntersection(0)
250:                                    .getPointNormal();
251:                        }
252:                        ret.addRayCollision(ray);
253:                    }
254:                }
255:
256:                return collision;
257:            }
258:
259:            protected boolean checkXDirection(Transform3D currentLocation,
260:                    Transform3D destination, Vector3f velocity,
261:                    SweptVolumeCollision ret) {
262:                boolean collision = false;
263:                if (velocity.x > 0f) { // Check on X axis
264:                    PickResult result = checkDirection(currentLocation,
265:                            destination, sweptVolume.rightRays[0],
266:                            sweptVolume.rightRays[1], velocity.x);
267:                    if (result != null) {
268:                        collision |= true;
269:                        RayCollision ray = new RayCollision();
270:                        ray.rayDirection = RayCollision.RIGHT;
271:                        ray.rayIndex = 0;
272:                        ray.collisionShape = (Shape3D) result.getObject();
273:                        if (mode > ALLOW_COLLISION_SHAPE) {
274:                            ray.collisionGeometryArray = result
275:                                    .getIntersection(0).getGeometryArray();
276:                            ray.collisionPoint = result.getIntersection(0)
277:                                    .getPointCoordinatesVW();
278:                        }
279:                        ret.addRayCollision(ray);
280:                    }
281:                } else if (velocity.x < 0f) {
282:                    PickResult result = checkDirection(currentLocation,
283:                            destination, sweptVolume.leftRays[0],
284:                            sweptVolume.leftRays[1], velocity.x * -1f);
285:                    if (result != null) {
286:                        collision |= true;
287:                        RayCollision ray = new RayCollision();
288:                        ray.rayDirection = RayCollision.LEFT;
289:                        ray.rayIndex = 0;
290:                        ray.collisionShape = (Shape3D) result.getObject();
291:                        if (mode > ALLOW_COLLISION_SHAPE) {
292:                            ray.collisionGeometryArray = result
293:                                    .getIntersection(0).getGeometryArray();
294:                            ray.collisionPoint = result.getIntersection(0)
295:                                    .getPointCoordinatesVW();
296:                            ray.collisionNormal = result.getIntersection(0)
297:                                    .getPointNormal();
298:                        }
299:                        ret.addRayCollision(ray);
300:                    }
301:                }
302:
303:                return collision;
304:            }
305:
306:            protected boolean checkYDirection(Transform3D currentLocation,
307:                    Transform3D destination, Vector3f velocity,
308:                    SweptVolumeCollision ret) {
309:                boolean collision = false;
310:                if (velocity.y > 0f) { // Check on Y axis
311:                    PickResult result = checkDirection(currentLocation,
312:                            destination, sweptVolume.upRays[0],
313:                            sweptVolume.upRays[1], velocity.y);
314:                    if (result != null) {
315:                        collision |= true;
316:                        RayCollision ray = new RayCollision();
317:                        ray.rayDirection = RayCollision.UP;
318:                        ray.rayIndex = 0;
319:                        ray.collisionShape = (Shape3D) result.getObject();
320:                        if (mode > ALLOW_COLLISION_SHAPE) {
321:                            ray.collisionGeometryArray = result
322:                                    .getIntersection(0).getGeometryArray();
323:                            ray.collisionPoint = result.getIntersection(0)
324:                                    .getPointCoordinatesVW();
325:                        }
326:                        ret.addRayCollision(ray);
327:                    }
328:                } else if (velocity.y < 0f) {
329:                    PickResult result = checkDirection(currentLocation,
330:                            destination, sweptVolume.downRays[0],
331:                            sweptVolume.downRays[1], velocity.y * -1f);
332:                    if (result != null) {
333:                        collision |= true;
334:                        RayCollision ray = new RayCollision();
335:                        ray.rayDirection = RayCollision.DOWN;
336:                        ray.rayIndex = 0;
337:                        ray.collisionShape = (Shape3D) result.getObject();
338:                        if (mode > ALLOW_COLLISION_SHAPE) {
339:                            ray.collisionGeometryArray = result
340:                                    .getIntersection(0).getGeometryArray();
341:                            ray.collisionPoint = result.getIntersection(0)
342:                                    .getPointCoordinatesVW();
343:                            ray.collisionNormal = result.getIntersection(0)
344:                                    .getPointNormal();
345:                        }
346:                        ret.addRayCollision(ray);
347:                    }
348:                }
349:
350:                return collision;
351:            }
352:
353:            protected PickResult checkDirection(Transform3D currentLocation,
354:                    Transform3D nextLocation, Vector3f rayStart,
355:                    Vector3f rayEnd, float stepSize) {
356:
357:                if (stepSize < 1f)
358:                    stepSize = 1f;
359:
360:                segmentEnd.x = rayEnd.x * stepSize;
361:                segmentEnd.y = rayEnd.y * stepSize;
362:                segmentEnd.z = rayEnd.z * stepSize;
363:                segmentStart.x = rayStart.x;
364:                segmentStart.y = rayStart.y;
365:                segmentStart.z = rayStart.z;
366:
367:                nextLocation.transform(segmentEnd);
368:                currentLocation.transform(segmentStart);
369:
370:                //javax.vecmath.Vector3d loc = new javax.vecmath.Vector3d();
371:                //currentLocation.get( loc );
372:                //System.out.println("Location "+loc);
373:                //System.out.println("Seg "+segmentStart+"  "+segmentEnd);
374:
375:                pickTool.setShapeSegment(segmentStart, segmentEnd);
376:                return pickTool.pickClosest();
377:            }
378:
379:            /**
380:             * Set the capabilities in the BranchGroup to allow this collision 
381:             * detection to work
382:             */
383:            public void setCapabilities(BranchGroup branchGroup) {
384:                final int m = this .mode;
385:                NodeChangeProcessor proc = new NodeChangeProcessor() {
386:                    public boolean changeNode(Node node) {
387:                        if (m > ALLOW_COLLISION_SHAPE)
388:                            pickTool.setCapabilities(node,
389:                                    PickTool.INTERSECT_FULL);
390:                        else
391:                            pickTool.setCapabilities(node,
392:                                    PickTool.INTERSECT_TEST);
393:                        return true;
394:                    }
395:                };
396:
397:                TreeScan.findNode(branchGroup, new Class[] {
398:                        javax.media.j3d.Shape3D.class,
399:                        javax.media.j3d.Morph.class }, proc, false, true);
400:            }
401:
402:            /** Set the SweptsweptVolume to be used in collision calculations
403:             */
404:            public void setVPSweptVolume(SweptVolume volume) {
405:                sweptVolume = volume;
406:            }
407:
408:            /** Get the SweptVolume used in collision calculations
409:             */
410:            public SweptVolume getVPSweptVolume() {
411:                return sweptVolume;
412:            }
413:
414:        }
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